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Paul Esteves

Paul Esteves

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Paul Esteves posts

011 - Christmas Landscape - Setup

In this tutorial we'll talk about heightfields. I'll show you some of the nodes I like to use when building landscapes. I'll also break down how I built the tree using Simple Tree Tools. Lastly, we'll cover my scattering workflow with ODtools.

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Christmas Landscape Teaser

This month we're talking about landscapes and heightfields. I'll show you the nodes I like to use when making "mograph" landscapes. Then we'll move onto creating an art directable landscape. I'll also break down the tree setup I used. And finally (in part 1) we'll tackle my scattering workflow to super quickly instance grass and flowers onto our scene.   In part 2 we'll tackle everything related to rendering. Lights, materials, the sky and all that fun stuff.

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010a - Cloth Threads Render

In this video we'll tackle all the components of rendering our cloth. We'll build the scene and materials, we'll also add some micro hairs to give it some more realism. 

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Cloth Threads Trailer

In this months Patreon tutorial we'll take a look at cloth and threads. We'll take a look at the different cloth settings and how we can achieve this super subtle and soft feeling cloth. We'll then tackle splitting the cloth with the groups we need to weld our cloth via a falloff. Finally, we'll add in the threads. In part two we'll cover everything in the rendering: lighting, textures, etc.

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010 - Cloth Threads

In this tutorial we'll take a look at cloth and threads. We'll take a look at the different cloth settings and how we can achieve this super subtle and soft feeling cloth. We'll then tackle splitting the cloth with the groups we need to weld our cloth via a falloff. Finally, we'll add in the threads.

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09a - Vellum Inflation Render

In this tutorial we'll cover the rendering for our vellum inflation. We'll take a look at Redshift 3.0.5's new SSS and make some gummy looking spheres.

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09 - Vellum Inflation Setup

In this tutorial we'll tackle the most commonly asked for effect, Vellum inflation per piece. We'll look at procedural systems that can easily be reused in future projects so you can iterate and move easily when needing to do these effects on other projects.

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09 - Vellum Inflation Teaser

In this tutorial we'll tackle the most commonly asked for effect, Vellum inflation per piece. We'll look at procedural systems that can easily be reused in future projects so you can iterate and move easily when needing to do these effects on other projects. In the second part we'll take a look at Redshift's new Standard Shader and explore SSS.

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07b - Poppin' RBDs

This is the HIP file for the free Youtube tutorial "Unlocking the Power of RBDs." 

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08a - Looping Grains Render

In this tutorial we'll cover the lighting and rendering of the looping grains series.

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08 - Loop Grains Setup

In this months tutorial we'll tackle these looping grains. I'll show you the many approaches I tried and why I ended up using the new flip solver to get the results I wanted.

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08 - Looping Grains Teaser

In this months tutorial we'll tackle these looping grains. I'll show you the many approaches I tried and why I ended up using some new nodes in Houdini 19.5 to get the results I wanted. We'll also tackle rendering grains and how we can achieve that nice sparkly effect when rendering grains.

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07a - Rock Gobos Rendering

In this part we'll tackle the rendering and room setup. We'll look at the rs sunlight, gobos and how to build a room. We'll also scatter some megascan plants and fix their textures.

Here is a link to the gobo textures: https://www.dropbox.com/s/6c66t2xnfvpu5hl/Gobos.zip?dl=0

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07 - Rock Gobos

In this month's tutorial we'll be tackling procedural rocks. We'll look at a few methods you can use to build rocks so options are endless.

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Rock Gobos Teaser

In this month's tutorial we'll be tackling procedural rocks. We'll look at a few methods you can use to build rocks so options are endless. In the second part we'll tackle the interior lighting setup. I'll also include 5 4k gobo's. I find these are hard to find, but really useful when doing animation.

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06a - VDB to Vellum Rendering

In this tutorial we'll cover the rendering aspect of the VDB to Vellum morph. I'll cover tools I like to use along the way while we setup the scene from scratch.

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VDB to Vellum Tutorial

In this tutorial we'll tackle morphing VDB pieces into fluffy, fun Vellum softbodies. We'll start with a really basic scene and then slowly add all sorts of details, fixing issues that come up as we go along.

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Teaser 06

In this tutorial we'll tackle morphing VDB pieces into fluffy, fun Vellum softbodies. We'll start with a really basic scene and then slowly add all sorts of details, fixing issues that come up as we go along. In part two I'll cover my rendering workflow, showing you the tools I like to use to get creative and help me get finished.

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05 - Flower Scene tutorial

In this month's patreon tutorial we'll cover creating a non-intersecting stem generator (without any simulation). We'll then create new materials for the flower using only noises and attributes, no external textures. Finally, we'll render out rs proxies and put them on the stems.

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05 - Teaser

In this month's patreon tutorial we'll cover creating a non-intersecting stem generator (without any simulation). We'll then create new materials for the flower using only noises and attributes, no external textures. Finally, we'll render out rs proxies and put them on the stems.

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Time Offsetting - Free Tutorial

I hope you have all seen it pop up on youtube, but, incase you hadn't. I released a free tutorial showing how I like to offset my animations in Houdini. 


FOR PATREONS: Tomorrow (2 June) I'll be releasing the scene file as well as a tutorial showing how I built the procedural stem system, my material setup and also my workflow for setting up materials and outputting RS proxies. 

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04a - Procedural Flower Rendering

In this second part we'll take a look at the rendering setup (in Redshift). We'll take a look at the scene setup with the lighting. Then we'll go over the different materials and how we can create a variety of different petal textures both using procedural attributes and also using external textures. Links to the textures I used are in the HIP file. 

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04 - Procedural Flower

In this tutorial we'll take a look at how we can build a fully procedural flower in Houdini. We'll create a system with a variety of controls so we can easily manipulate and create new, unique flowers. Using vellum we'll de-intersect our flower and also animate our flower. We'll talk through an animation setup so we can feed any flower into it to get super nice and organic animation.

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Teaser 04

In this month's patreon tutorial we'll cover a fully procedural flower setup. We'll create the flower, animate the flower and build the stem. We'll use a host of techniques to make this flower fully procedural so with one system we can create a host of unique flowers.

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03a - Knitting Rendering

In this second part we'll take a look at the rendering setup. We'll focus on getting both a gradient ramp and color texture to match the cloth and the threads when animating through.


Software versions:

Houdini 19.0.531

Redshift 3.0.66 (I'm using default Redshift ACES here, not 1.2 as previously used)


Some useful links:

HDRI used: 

https://roz.gumroad.com/l/hdri-free-pack/uscdz3v

Image Texture used: 

https://www.freepik.com/free-vector/colorful-geometric-shape-mosaic-background_4906460.htm

Fabric bump texture used:

https://texturing.xyz/collections/fabrics/products/microfabrics-velvet-04



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03 - Knitting on cloth

In this tutorial we'll cover a simple approach to knitting. We'll go over a basic cloth simulation, driving our threads with MOPs, reshaping our falloffs and then making the necessary adjustments to get it more art directable.

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Teaser 03

This is a teaser of what the knitting tutorial will be about. 

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02a - Vellum Fluid Attractor Rendering

In this second part we'll cover the rendering aspect of our Vellum fluid attractor. Instead of just showing you how I achieved the final look, I'll take you on the journey I followed. Starting with trying to achieve paint fluid, then venturing into subsurface scattering and then finally finding our way to the final images. I hope you enjoy it. Please leave comments below with any feedback :)

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02 - Vellum Fluid Attractor

In this tutorial we'll cover vellum fluid and vellum softbodies attracting and colliding. We'll talk about fluid settings, softbodies, merging streams and the vellum solver. Post sim we'll take a look at VDB workflows to get smooth fluid surfaces.

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Teaser 02

This is a teaser of what my Vellum Fluid Attractor tutorial will be about.

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